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  1. #11
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Raldo View Post
    Dear Square Enix,

    Please separate enmity control abilities from abilities with other functions. It is uncommon, but I have definitely found myself in situations where I cannot dump any more enmity on my BRD because I've blown my MP and TP songs for other reasons, and I literally cannot shed any more enmity. That is just bad design. WHY ARE THESE FUNCTIONS COMBINED!?

    Refresh, Tactician, Lucid Dreaming. Please change them. I expect to see this with the expansion tweaks, and the changes surrounding TP and role actions. Thanks.
    Honestly, it's only BRD, WHM and MNK who really suffers in this regard. Healers want to use Lucid long before their MP is drained to get it on cooldown, MNK is the only DPS who loses a fair bit of damage having to use Pacification and BRD simply generates too much threat. A simple solution for WHM is to slap an aggro dump on Thin Air; BRD should get Diversion and MNK will probably get a new ability or something since Pacification won't exist in 5.0.

    Quote Originally Posted by Nora_of_Mira View Post
    My static's BRD and SAM have a particularly hard time not grabbing hate in O12S, both door and final boss for these reason. I hope for their sake they get more options in the expansion.
    If you haven't already, pair your BRD with your WAR (or DRK if you run DRK/PLD). They'll have Unchained up, letting them freely generate aggro without a loss. A single Storm's Eye combo + Equilibrium should be enough. For your SAM, tell them to pop Diversion just before M/F become targetable and use Merciful Eye throughout the fight. There are more than enough aoes to proc it. And the damage loss on a SAM not using Seigan is negligible at best.

    Quote Originally Posted by Dyvid View Post
    K. So the problem isn't DPS, it's time. People want to be as fast as possible; this requires everyone to do their job. Tanks have to hold agro, healers have to heal, and DPS must yes DPS.

    Since the OP picked dungeon as an example let's use that. Dungeon runs for years now have require the tanks to pick up two to three packs of mobs, hold them, while the healer keeps the tank alive and the dps burn through them as fast as possible. If the tank isn't holding agro, they aren't doing their job to peak performance. If tank dies, most likely healer is the weak link. And if it takes forever to kill the group, DPS are to blame. Optimize runs require a perfect circle.

    The Devs give each role the tools they need to do their job and it works fine in FFXIV save for in role problems, but I have never been in a raid where the tank loses agro to dps. OP, I'm not trying to hate on you but that scenario you mention the tank wasn't doing his agro management correctly. Level and gear had nothing to do with it at your level because it's all sync'ed down to fit your group.

    Tanks control the flow of battle, healers keep the party alive, and DPS are damage dealers.
    This is not necessarily true. If the tank did a proper opener yet lost out, the likely culprit is someone else not using their enmity tools. For my own recent experiences. This happened in a Byakko EX party where a BLM not only refused to use Lucid or Diversion but demanded I spam Butcher's Block. Yeah, no. I elected to use him as a cooldown instead. It's absolutely infuriating to get DPS like that. Aggro has moved on from simply being a tank responsibility into a party responsibility. If a DPS cannot be bothered to press a single oGCD which in no way harms their rotation... they can tank the floor.
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    Last edited by Bourne_Endeavor; 01-04-2019 at 07:35 AM.